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Unified math functions
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#ifndef __GENERAL
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#define __GENERAL
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#include <cstdint>
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class CRGBA
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{
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public:
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BYTE r, g, b, a;
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inline CRGBA() {}
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inline CRGBA(const CRGBA& in)
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: r(in.r), g(in.g), b(in.b), a(in.a)
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{}
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inline CRGBA(const CRGBA& in, BYTE alpha)
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: r(in.r), g(in.g), b(in.b), a(alpha)
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{}
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inline CRGBA(BYTE red, BYTE green, BYTE blue, BYTE alpha = 255)
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: r(red), g(green), b(blue), a(alpha)
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{}
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};
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class CRect
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{
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public:
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float x1, y1;
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float x2, y2;
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inline CRect() {}
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inline CRect(float a, float b, float c, float d)
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: x1(a), y1(b), x2(c), y2(d)
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{}
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};
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class CVector
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{
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public:
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float x, y, z;
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CVector()
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{}
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constexpr CVector(float fX, float fY, float fZ=0.0f)
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: x(fX), y(fY), z(fZ)
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{}
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CVector& operator+=(const CVector& vec)
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{ x += vec.x; y += vec.y; z += vec.z;
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return *this; }
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CVector& operator-=(const CVector& vec)
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{ x -= vec.x; y -= vec.y; z -= vec.z;
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return *this; }
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inline float Magnitude() const
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{ return sqrt(x * x + y * y + z * z); }
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inline constexpr float MagnitudeSqr() const
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{ return x * x + y * y + z * z; }
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inline CVector& Normalize()
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{ float fInvLen = 1.0f / Magnitude(); x *= fInvLen; y *= fInvLen; z *= fInvLen; return *this; }
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friend inline float DotProduct(const CVector& vec1, const CVector& vec2)
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{ return vec1.x * vec2.x + vec1.x * vec2.y + vec1.z * vec2.z; }
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friend inline CVector CrossProduct(const CVector& vec1, const CVector& vec2)
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{ return CVector( vec1.y * vec2.z - vec1.z * vec2.y,
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vec1.z * vec2.x - vec1.x * vec2.z,
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vec1.x * vec2.y - vec1.y * vec2.x); }
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friend inline CVector operator*(const CVector& in, float fMul)
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{ return CVector(in.x * fMul, in.y * fMul, in.z * fMul); }
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friend inline CVector operator+(const CVector& vec1, const CVector& vec2)
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{ return CVector(vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z); }
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friend inline CVector operator-(const CVector& vec1, const CVector& vec2)
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{ return CVector(vec1.x - vec2.x, vec1.y - vec2.y, vec1.z - vec2.z); }
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friend inline CVector operator-(const CVector& vec)
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{ return CVector(-vec.x, -vec.y, -vec.z); }
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};
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#endif
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SilentPatch/Maths.h
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SilentPatch/Maths.h
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#ifndef __MATHS__H
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#define __MATHS__H
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#include <rwcore.h>
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constexpr double RAD_TO_DEG (180.0/3.1415926535897932385);
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constexpr double DEG_TO_RAD (3.1415926535897932385/180.0);
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class CRGBA
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{
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public:
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uint8_t r, g, b, a;
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inline CRGBA() {}
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inline constexpr CRGBA(const CRGBA& in)
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: r(in.r), g(in.g), b(in.b), a(in.a)
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{}
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inline constexpr CRGBA(const CRGBA& in, uint8_t alpha)
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: r(in.r), g(in.g), b(in.b), a(alpha)
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{}
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inline constexpr CRGBA(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = 255)
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: r(red), g(green), b(blue), a(alpha)
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{}
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friend constexpr CRGBA Blend(const CRGBA& From, const CRGBA& To, double BlendVal)
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{ const double InvBlendVal = 1.0 - BlendVal;
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return CRGBA( uint8_t(To.r * BlendVal + From.r * InvBlendVal),
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uint8_t(To.g * BlendVal + From.g * InvBlendVal),
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uint8_t(To.b * BlendVal + From.b * InvBlendVal),
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uint8_t(To.a * BlendVal + From.a * InvBlendVal)); }
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friend constexpr CRGBA BlendSqr(const CRGBA& From, const CRGBA& To, double BlendVal)
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{ const double InvBlendVal = 1.0 - BlendVal;
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return CRGBA( uint8_t(sqrt((To.r * To.r) * BlendVal + (From.r * From.r) * InvBlendVal)),
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uint8_t(sqrt((To.g * To.g) * BlendVal + (From.g * From.g) * InvBlendVal)),
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uint8_t(sqrt((To.b * To.b) * BlendVal + (From.b * From.b) * InvBlendVal)),
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uint8_t(sqrt((To.a * To.a) * BlendVal + (From.a * From.a) * InvBlendVal))); }
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};
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class CRect
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{
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public:
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float x1, y1;
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float x2, y2;
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inline CRect() {}
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inline constexpr CRect(float a, float b, float c, float d)
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: x1(a), y1(b), x2(c), y2(d)
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{}
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};
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class CVector
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{
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public:
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float x, y, z;
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CVector()
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{}
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constexpr CVector(float fX, float fY, float fZ=0.0f)
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: x(fX), y(fY), z(fZ)
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{}
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constexpr CVector(const RwV3d& rwVec)
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: x(rwVec.x), y(rwVec.y), z(rwVec.z)
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{}
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CVector& operator+=(const CVector& vec)
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{ x += vec.x; y += vec.y; z += vec.z;
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return *this; }
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CVector& operator+=(const RwV3d& vec)
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{ x += vec.x; y += vec.y; z += vec.z;
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return *this; }
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CVector& operator-=(const CVector& vec)
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{ x -= vec.x; y -= vec.y; z -= vec.z;
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return *this; }
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CVector& operator-=(const RwV3d& vec)
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{ x -= vec.x; y -= vec.y; z -= vec.z;
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return *this; }
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inline float Magnitude() const
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{ return sqrt(x * x + y * y + z * z); }
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inline constexpr float MagnitudeSqr() const
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{ return x * x + y * y + z * z; }
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inline CVector& Normalize()
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{ float fInvLen = 1.0f / Magnitude(); x *= fInvLen; y *= fInvLen; z *= fInvLen; return *this; }
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friend inline float DotProduct(const CVector& vec1, const CVector& vec2)
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{ return vec1.x * vec2.x + vec1.x * vec2.y + vec1.z * vec2.z; }
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friend inline CVector CrossProduct(const CVector& vec1, const CVector& vec2)
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{ return CVector( vec1.y * vec2.z - vec1.z * vec2.y,
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vec1.z * vec2.x - vec1.x * vec2.z,
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vec1.x * vec2.y - vec1.y * vec2.x); }
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friend inline CVector operator*(const CVector& in, float fMul)
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{ return CVector(in.x * fMul, in.y * fMul, in.z * fMul); }
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friend inline CVector operator+(const CVector& vec1, const CVector& vec2)
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{ return CVector(vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z); }
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friend inline CVector operator+(const CVector& vec1, const RwV3d& vec2)
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{ return CVector(vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z); }
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friend inline CVector operator-(const CVector& vec1, const CVector& vec2)
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{ return CVector(vec1.x - vec2.x, vec1.y - vec2.y, vec1.z - vec2.z); }
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friend inline CVector operator-(const CVector& vec1, const RwV3d& vec2)
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{ return CVector(vec1.x - vec2.x, vec1.y - vec2.y, vec1.z - vec2.z); }
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friend inline CVector operator-(const CVector& vec)
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{ return CVector(-vec.x, -vec.y, -vec.z); }
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inline CVector& FromMultiply(const class CMatrix& mat, const CVector& vec);
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inline CVector& FromMultiply3X3(const class CMatrix& mat, const CVector& vec);
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};
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class CVector2D
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{
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public:
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float x, y;
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CVector2D()
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{}
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constexpr CVector2D(float fX, float fY)
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: x(fX), y(fY)
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{}
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CVector2D& operator+=(const CVector2D& vec)
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{ x += vec.x; y += vec.y;
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return *this; }
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CVector2D& operator-=(const CVector2D& vec)
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{ x -= vec.x; y -= vec.y;
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return *this; }
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inline float Magnitude() const
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{ return sqrt(x * x + y * y); }
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inline constexpr float MagnitudeSqr() const
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{ return x * x + y * y; }
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inline CVector2D& Normalize()
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{ float fInvLen = 1.0f / Magnitude(); x *= fInvLen; y *= fInvLen; return *this; }
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friend inline float DotProduct(const CVector2D& vec1, const CVector2D& vec2)
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{ return vec1.x * vec2.x + vec1.x * vec2.y; }
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friend inline CVector2D operator*(const CVector2D& in, float fMul)
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{ return CVector2D(in.x * fMul, in.y * fMul); }
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friend inline CVector2D operator+(const CVector2D& vec1, const CVector2D& vec2)
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{ return CVector2D(vec1.x + vec2.x, vec1.y + vec2.y); }
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friend inline CVector2D operator-(const CVector2D& vec1, const CVector2D& vec2)
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{ return CVector2D(vec1.x - vec2.x, vec1.y - vec2.y); }
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friend inline CVector2D operator-(const CVector2D& vec)
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{ return CVector2D(-vec.x, -vec.y); }
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};
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class CSphere
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{
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public:
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RwSphere sphere;
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public:
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void Set(float fRadius, const CVector& vecCenter)
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{
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sphere.center.x = vecCenter.x;
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sphere.center.y = vecCenter.y;
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sphere.center.z = vecCenter.z;
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sphere.radius = fRadius;
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}
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};
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class CMatrix
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{
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private:
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RwMatrix m_matrix;
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RwMatrix* m_pMatrix = nullptr;
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RwBool m_haveRwMatrix = FALSE;
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public:
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inline CMatrix() = default;
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inline CMatrix(RwMatrix* pMatrix, bool bHasMatrix=false)
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{ Attach(pMatrix, bHasMatrix); }
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inline CMatrix(const CMatrix& theMatrix)
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: m_matrix(theMatrix.m_matrix)
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{}
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inline CMatrix(const CVector& vecRight, const CVector& vecUp, const CVector& vecAt, const CVector& vecPos)
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{
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GetRight() = vecRight;
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GetUp() = vecUp;
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GetAt() = vecAt;
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GetPos() = vecPos;
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}
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inline ~CMatrix()
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{ if ( m_haveRwMatrix && m_pMatrix )
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RwMatrixDestroy(m_pMatrix); }
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inline CMatrix& operator*=(const CMatrix& right)
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{
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CVector vright(this->m_matrix.right.x * right.m_matrix.right.x + this->m_matrix.right.y * right.m_matrix.up.x + this->m_matrix.right.z * right.m_matrix.at.x + right.m_matrix.pos.x,
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this->m_matrix.right.x * right.m_matrix.right.y + this->m_matrix.right.y * right.m_matrix.up.y + this->m_matrix.right.z * right.m_matrix.at.y + right.m_matrix.pos.y,
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this->m_matrix.right.x * right.m_matrix.right.z + this->m_matrix.right.y * right.m_matrix.up.z + this->m_matrix.right.z * right.m_matrix.at.z + right.m_matrix.pos.z);
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CVector vup(this->m_matrix.up.x * right.m_matrix.right.x + this->m_matrix.up.y * right.m_matrix.up.x + this->m_matrix.up.z * right.m_matrix.at.x + right.m_matrix.pos.x,
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this->m_matrix.up.x * right.m_matrix.right.y + this->m_matrix.up.y * right.m_matrix.up.y + this->m_matrix.up.z * right.m_matrix.at.y + right.m_matrix.pos.y,
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this->m_matrix.up.x * right.m_matrix.right.z + this->m_matrix.up.y * right.m_matrix.up.z + this->m_matrix.up.z * right.m_matrix.at.z + right.m_matrix.pos.z);
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CVector vat(this->m_matrix.at.x * right.m_matrix.right.x + this->m_matrix.at.y * right.m_matrix.up.x + this->m_matrix.at.z * right.m_matrix.at.x + right.m_matrix.pos.x,
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this->m_matrix.at.x * right.m_matrix.right.y + this->m_matrix.at.y * right.m_matrix.up.y + this->m_matrix.at.z * right.m_matrix.at.y + right.m_matrix.pos.y,
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this->m_matrix.at.x * right.m_matrix.right.z + this->m_matrix.at.y * right.m_matrix.up.z + this->m_matrix.at.z * right.m_matrix.at.z + right.m_matrix.pos.z);
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CVector vpos(this->m_matrix.pos.x * right.m_matrix.right.x + this->m_matrix.pos.y * right.m_matrix.up.x + this->m_matrix.pos.z * right.m_matrix.at.x + right.m_matrix.pos.x,
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this->m_matrix.pos.x * right.m_matrix.right.y + this->m_matrix.pos.y * right.m_matrix.up.y + this->m_matrix.pos.z * right.m_matrix.at.y + right.m_matrix.pos.y,
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this->m_matrix.pos.x * right.m_matrix.right.z + this->m_matrix.pos.y * right.m_matrix.up.z + this->m_matrix.pos.z * right.m_matrix.at.z + right.m_matrix.pos.z);
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GetRight() = vright;
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GetUp() = vup;
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GetAt() = vat;
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GetPos() = vpos;
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return *this;
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}
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friend inline CMatrix operator*(const CMatrix& Rot1, const CMatrix& Rot2)
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{ return CMatrix( CVector(Rot1.m_matrix.right.x * Rot2.m_matrix.right.x + Rot1.m_matrix.right.y * Rot2.m_matrix.up.x + Rot1.m_matrix.right.z * Rot2.m_matrix.at.x + Rot2.m_matrix.pos.x,
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Rot1.m_matrix.right.x * Rot2.m_matrix.right.y + Rot1.m_matrix.right.y * Rot2.m_matrix.up.y + Rot1.m_matrix.right.z * Rot2.m_matrix.at.y + Rot2.m_matrix.pos.y,
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Rot1.m_matrix.right.x * Rot2.m_matrix.right.z + Rot1.m_matrix.right.y * Rot2.m_matrix.up.z + Rot1.m_matrix.right.z * Rot2.m_matrix.at.z + Rot2.m_matrix.pos.z),
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CVector(Rot1.m_matrix.up.x * Rot2.m_matrix.right.x + Rot1.m_matrix.up.y * Rot2.m_matrix.up.x + Rot1.m_matrix.up.z * Rot2.m_matrix.at.x + Rot2.m_matrix.pos.x,
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Rot1.m_matrix.up.x * Rot2.m_matrix.right.y + Rot1.m_matrix.up.y * Rot2.m_matrix.up.y + Rot1.m_matrix.up.z * Rot2.m_matrix.at.y + Rot2.m_matrix.pos.y,
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Rot1.m_matrix.up.x * Rot2.m_matrix.right.z + Rot1.m_matrix.up.y * Rot2.m_matrix.up.z + Rot1.m_matrix.up.z * Rot2.m_matrix.at.z + Rot2.m_matrix.pos.z),
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CVector(Rot1.m_matrix.at.x * Rot2.m_matrix.right.x + Rot1.m_matrix.at.y * Rot2.m_matrix.up.x + Rot1.m_matrix.at.z * Rot2.m_matrix.at.x + Rot2.m_matrix.pos.x,
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Rot1.m_matrix.at.x * Rot2.m_matrix.right.y + Rot1.m_matrix.at.y * Rot2.m_matrix.up.y + Rot1.m_matrix.at.z * Rot2.m_matrix.at.y + Rot2.m_matrix.pos.y,
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Rot1.m_matrix.at.x * Rot2.m_matrix.right.z + Rot1.m_matrix.at.y * Rot2.m_matrix.up.z + Rot1.m_matrix.at.z * Rot2.m_matrix.at.z + Rot2.m_matrix.pos.z),
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CVector(Rot1.m_matrix.pos.x * Rot2.m_matrix.right.x + Rot1.m_matrix.pos.y * Rot2.m_matrix.up.x + Rot1.m_matrix.pos.z * Rot2.m_matrix.at.x + Rot2.m_matrix.pos.x,
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Rot1.m_matrix.pos.x * Rot2.m_matrix.right.y + Rot1.m_matrix.pos.y * Rot2.m_matrix.up.y + Rot1.m_matrix.pos.z * Rot2.m_matrix.at.y + Rot2.m_matrix.pos.y,
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Rot1.m_matrix.pos.x * Rot2.m_matrix.right.z + Rot1.m_matrix.pos.y * Rot2.m_matrix.up.z + Rot1.m_matrix.pos.z * Rot2.m_matrix.at.z + Rot2.m_matrix.pos.z)); };
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friend inline CVector operator*(const CMatrix& m_matrix, const CVector& vec)
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{ return CVector(m_matrix.m_matrix.up.x * vec.y + m_matrix.m_matrix.right.x * vec.x + m_matrix.m_matrix.at.x * vec.z + m_matrix.m_matrix.pos.x,
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m_matrix.m_matrix.up.y * vec.y + m_matrix.m_matrix.right.y * vec.x + m_matrix.m_matrix.at.y * vec.z + m_matrix.m_matrix.pos.y,
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m_matrix.m_matrix.up.z * vec.y + m_matrix.m_matrix.right.z * vec.x + m_matrix.m_matrix.at.z * vec.z + m_matrix.m_matrix.pos.z); };
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friend inline CMatrix operator+(const CMatrix& Rot1, const CMatrix& Rot2)
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{ return CMatrix( Rot1.GetRight() + Rot2.GetRight(), Rot1.GetUp() + Rot2.GetUp(), Rot1.GetAt() + Rot2.GetAt(), Rot1.GetPos() + Rot2.GetPos() ); }
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inline CMatrix& operator=(const CMatrix& mat)
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{
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m_matrix = mat.m_matrix;
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if ( m_pMatrix != nullptr )
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UpdateRwMatrix(m_pMatrix);
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return *this;
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}
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inline CMatrix& operator+=(const CMatrix& mat)
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{
|
||||
GetRight() += mat.GetRight();
|
||||
GetUp() += mat.GetUp();
|
||||
GetAt() += mat.GetAt();
|
||||
GetPos() += mat.GetPos();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
friend inline CMatrix& Invert(const CMatrix& src, CMatrix& dst)
|
||||
{
|
||||
dst.GetRight() = CVector(src.m_matrix.right.x, src.m_matrix.up.x, src.m_matrix.at.x);
|
||||
dst.GetUp() = CVector(src.m_matrix.right.y, src.m_matrix.up.y, src.m_matrix.at.y);
|
||||
dst.GetAt() = CVector(src.m_matrix.right.z, src.m_matrix.up.z, src.m_matrix.at.z);
|
||||
|
||||
dst.GetPos() = -(dst.GetRight() * src.GetPos().x + dst.GetUp() * src.GetPos().y + dst.GetAt() * src.GetPos().z);
|
||||
|
||||
return dst;
|
||||
}
|
||||
|
||||
friend inline CMatrix Invert(const CMatrix& src)
|
||||
{
|
||||
CMatrix NewMatrix;
|
||||
Invert(src, NewMatrix);
|
||||
return NewMatrix;
|
||||
}
|
||||
|
||||
friend inline CVector Multiply3x3(const CMatrix& m_matrix, const CVector& vec)
|
||||
{ return CVector(m_matrix.m_matrix.up.x * vec.y + m_matrix.m_matrix.right.x * vec.x + m_matrix.m_matrix.at.x * vec.z,
|
||||
m_matrix.m_matrix.up.y * vec.y + m_matrix.m_matrix.right.y * vec.x + m_matrix.m_matrix.at.y * vec.z,
|
||||
m_matrix.m_matrix.up.z * vec.y + m_matrix.m_matrix.right.z * vec.x + m_matrix.m_matrix.at.z * vec.z); };
|
||||
|
||||
friend inline CVector Multiply3x3(const CVector& vec, const CMatrix& m_matrix)
|
||||
{ return CVector(DotProduct(m_matrix.GetRight(), vec), DotProduct(m_matrix.GetUp(), vec), DotProduct(m_matrix.GetAt(), vec)); }
|
||||
|
||||
inline CVector& GetRight()
|
||||
{ return *reinterpret_cast<CVector*>(&m_matrix.right); }
|
||||
inline CVector& GetUp()
|
||||
{ return *reinterpret_cast<CVector*>(&m_matrix.up); }
|
||||
inline CVector& GetAt()
|
||||
{ return *reinterpret_cast<CVector*>(&m_matrix.at); }
|
||||
inline CVector& GetPos()
|
||||
{ return *reinterpret_cast<CVector*>(&m_matrix.pos); }
|
||||
|
||||
inline const CVector& GetRight() const
|
||||
{ return *reinterpret_cast<const CVector*>(&m_matrix.right); }
|
||||
inline const CVector& GetUp() const
|
||||
{ return *reinterpret_cast<const CVector*>(&m_matrix.up); }
|
||||
inline const CVector& GetAt() const
|
||||
{ return *reinterpret_cast<const CVector*>(&m_matrix.at); }
|
||||
inline const CVector& GetPos() const
|
||||
{ return *reinterpret_cast<const CVector*>(&m_matrix.pos); }
|
||||
|
||||
inline void SetTranslateOnly(float fX, float fY, float fZ)
|
||||
{ m_matrix.pos.x = fX; m_matrix.pos.y = fY; m_matrix.pos.z = fZ; }
|
||||
|
||||
inline void SetRotateX(float fAngle)
|
||||
{ SetRotateXOnly(fAngle); m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; }
|
||||
inline void SetRotateY(float fAngle)
|
||||
{ SetRotateYOnly(fAngle); m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; }
|
||||
inline void SetRotateZ(float fAngle)
|
||||
{ SetRotateZOnly(fAngle); m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; }
|
||||
inline void SetRotate(float fAngleX, float fAngleY, float fAngleZ)
|
||||
{ SetRotateOnly(fAngleX, fAngleY, fAngleZ); m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f; }
|
||||
inline void SetTranslate(float fX, float fY, float fZ)
|
||||
{ m_matrix.right.x = 1.0f; m_matrix.right.y = 0.0f; m_matrix.right.z = 0.0f;
|
||||
m_matrix.up.x = 0.0f; m_matrix.up.y = 1.0f; m_matrix.up.z = 0.0f;
|
||||
m_matrix.at.x = 0.0f; m_matrix.at.y = 0.0f; m_matrix.at.z = 1.0f;
|
||||
SetTranslateOnly(fX, fY, fZ); }
|
||||
|
||||
inline void ResetOrientation()
|
||||
{
|
||||
m_matrix.right.x = 1.0f; m_matrix.right.y = 0.0f; m_matrix.right.z = 0.0f;
|
||||
m_matrix.up.x = 0.0f; m_matrix.up.y = 1.0f; m_matrix.up.z = 0.0f;
|
||||
m_matrix.at.x = 0.0f; m_matrix.at.y = 0.0f; m_matrix.at.z = 1.0f;
|
||||
}
|
||||
|
||||
inline void SetUnity()
|
||||
{
|
||||
ResetOrientation();
|
||||
m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
|
||||
inline void SetScale(float fScale)
|
||||
{
|
||||
m_matrix.right.x = fScale; m_matrix.right.y = 0.0f; m_matrix.right.z = 0.0f;
|
||||
m_matrix.up.x = 0.0f; m_matrix.up.y = fScale; m_matrix.up.z = 0.0f;
|
||||
m_matrix.at.x = 0.0f; m_matrix.at.y = 0.0f; m_matrix.at.z = fScale;
|
||||
m_matrix.pos.x = 0.0f; m_matrix.pos.y = 0.0f; m_matrix.pos.z = 0.0f;
|
||||
}
|
||||
|
||||
inline void RotateX(float fAngle)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotateX(fAngle);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void RotateY(float fAngle)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotateY(fAngle);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void RotateZ(float fAngle)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotateZ(fAngle);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void Rotate(float fAngleX, float fAngleY, float fAngleZ)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotate(fAngleX, fAngleY, fAngleZ);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void SetRotateXOnly(float fAngle)
|
||||
{
|
||||
m_matrix.right.x = 1.0f;
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = 0.0f;
|
||||
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = cos(fAngle);
|
||||
m_matrix.up.z = sin(fAngle);
|
||||
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = -sin(fAngle);
|
||||
m_matrix.at.z = cos(fAngle);
|
||||
}
|
||||
|
||||
inline void SetRotateYOnly(float fAngle)
|
||||
{
|
||||
m_matrix.right.x = cos(fAngle);
|
||||
m_matrix.right.y = 0.0f;
|
||||
m_matrix.right.z = sin(fAngle);
|
||||
|
||||
m_matrix.up.x = 0.0f;
|
||||
m_matrix.up.y = 1.0f;
|
||||
m_matrix.up.z = 0.0f;
|
||||
|
||||
m_matrix.at.x = -sin(fAngle);
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = cos(fAngle);
|
||||
}
|
||||
|
||||
inline void SetRotateZOnly(float fAngle)
|
||||
{
|
||||
m_matrix.at.x = 0.0f;
|
||||
m_matrix.at.y = 0.0f;
|
||||
m_matrix.at.z = 1.0f;
|
||||
|
||||
m_matrix.up.x = -sin(fAngle);
|
||||
m_matrix.up.y = cos(fAngle);
|
||||
m_matrix.up.z = 0.0f;
|
||||
|
||||
m_matrix.right.x = cos(fAngle);
|
||||
m_matrix.right.y = sin(fAngle);
|
||||
m_matrix.right.z = 0.0f;
|
||||
}
|
||||
|
||||
inline void SetRotateOnly(float fAngleX, float fAngleY, float fAngleZ)
|
||||
{
|
||||
m_matrix.right.x = cos(fAngleZ) * cos(fAngleY) - sin(fAngleZ) * sin(fAngleX) * sin(fAngleY);
|
||||
m_matrix.right.y = cos(fAngleZ) * sin(fAngleX) * sin(fAngleY) + sin(fAngleZ) * cos(fAngleY);
|
||||
m_matrix.right.z = -cos(fAngleX) * sin(fAngleY);
|
||||
|
||||
m_matrix.up.x = -sin(fAngleZ) * cos(fAngleX);
|
||||
m_matrix.up.y = cos(fAngleZ) * cos(fAngleX);
|
||||
m_matrix.up.z = sin(fAngleX);
|
||||
|
||||
m_matrix.at.x = sin(fAngleZ) * sin(fAngleX) * cos(fAngleY) + cos(fAngleZ) * sin(fAngleY);
|
||||
m_matrix.at.y = sin(fAngleZ) * sin(fAngleY) - cos(fAngleZ) * sin(fAngleX) * cos(fAngleY);
|
||||
m_matrix.at.z = cos(fAngleX) * cos(fAngleY);
|
||||
}
|
||||
|
||||
inline void Attach(RwMatrix* pMatrix, bool bHasMatrix)
|
||||
{
|
||||
if ( m_pMatrix && m_haveRwMatrix )
|
||||
RwMatrixDestroy(m_pMatrix);
|
||||
|
||||
m_pMatrix = pMatrix;
|
||||
m_haveRwMatrix = bHasMatrix;
|
||||
|
||||
Update();
|
||||
}
|
||||
|
||||
inline void AttachRw(RwMatrix* pMatrix, bool bHasMatrix)
|
||||
{
|
||||
if ( m_pMatrix && m_haveRwMatrix )
|
||||
RwMatrixDestroy(m_pMatrix);
|
||||
|
||||
m_pMatrix = pMatrix;
|
||||
m_haveRwMatrix = bHasMatrix;
|
||||
|
||||
UpdateRW();
|
||||
}
|
||||
|
||||
inline void Detach()
|
||||
{
|
||||
if ( m_pMatrix )
|
||||
{
|
||||
if ( m_haveRwMatrix )
|
||||
RwMatrixDestroy(m_pMatrix);
|
||||
m_pMatrix = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
inline void UpdateRW() const
|
||||
{
|
||||
if ( m_pMatrix )
|
||||
UpdateRwMatrix(m_pMatrix);
|
||||
}
|
||||
|
||||
inline void Update()
|
||||
{
|
||||
UpdateMatrix(m_pMatrix);
|
||||
}
|
||||
|
||||
inline void UpdateMatrix(RwMatrix* pMatrix)
|
||||
{
|
||||
m_matrix.right = pMatrix->right;
|
||||
m_matrix.up = pMatrix->up;
|
||||
m_matrix.at = pMatrix->at;
|
||||
m_matrix.pos = pMatrix->pos;
|
||||
}
|
||||
|
||||
inline void UpdateRwMatrix(RwMatrix* pMatrix) const
|
||||
{
|
||||
pMatrix->right = m_matrix.right;
|
||||
pMatrix->up = m_matrix.up;
|
||||
pMatrix->at = m_matrix.at;
|
||||
pMatrix->pos = m_matrix.pos;
|
||||
RwMatrixUpdate(pMatrix);
|
||||
}
|
||||
|
||||
inline void CopyToRwMatrix(RwMatrix* pMatrix) const
|
||||
{
|
||||
pMatrix->right = m_pMatrix->right;
|
||||
pMatrix->up = m_pMatrix->up;
|
||||
pMatrix->at = m_pMatrix->at;
|
||||
pMatrix->pos = m_pMatrix->pos;
|
||||
RwMatrixUpdate(pMatrix);
|
||||
}
|
||||
|
||||
inline void CopyOnlyMatrix(const CMatrix& from)
|
||||
{
|
||||
m_matrix = from.m_matrix;
|
||||
}
|
||||
};
|
||||
|
||||
// These need to land here
|
||||
inline CVector& CVector::FromMultiply(const CMatrix& mat, const CVector& vec)
|
||||
{
|
||||
return *this = mat * vec;
|
||||
}
|
||||
|
||||
inline CVector& CVector::FromMultiply3X3(const CMatrix& mat, const CVector& vec)
|
||||
{
|
||||
return *this = Multiply3x3(mat, vec);
|
||||
}
|
||||
|
||||
#endif
|
@ -54,4 +54,7 @@ RwBool RwIm2DRenderLine(RwIm2DVertex *vertices, RwInt32 numVertices, RwInt32 ver
|
||||
RwReal RwIm2DGetNearScreenZ()
|
||||
{
|
||||
return GTARWSRCGLOBAL(dOpenDevice).zBufferNear;
|
||||
}
|
||||
}
|
||||
|
||||
// Unreachable stub
|
||||
RwBool RwMatrixDestroy(RwMatrix* mpMat) { assert(!"Unreachable!"); return TRUE; }
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "General.h"
|
||||
#include "Maths.h"
|
||||
|
||||
#if _GTA_III
|
||||
#include "../SilentPatchIII/VehicleIII.h"
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "StdAfx.h"
|
||||
|
||||
#include "General.h"
|
||||
#include "Maths.h"
|
||||
#include "Timer.h"
|
||||
#include "Utils/Patterns.h"
|
||||
#include "Common.h"
|
||||
@ -41,14 +41,6 @@ struct RsGlobalType
|
||||
void* pad;
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct RwV2d
|
||||
{
|
||||
float x; /**< X value*/
|
||||
float y; /**< Y value */
|
||||
};
|
||||
|
||||
DebugMenuAPI gDebugMenuAPI;
|
||||
|
||||
static HMODULE hDLLModule;
|
||||
|
@ -48,7 +48,7 @@
|
||||
<ClInclude Include="..\SilentPatch\Common.h" />
|
||||
<ClInclude Include="..\SilentPatch\Common_ddraw.h" />
|
||||
<ClInclude Include="..\SilentPatch\debugmenu_public.h" />
|
||||
<ClInclude Include="..\SilentPatch\General.h" />
|
||||
<ClInclude Include="..\SilentPatch\Maths.h" />
|
||||
<ClInclude Include="..\SilentPatch\RWGTA.h" />
|
||||
<ClInclude Include="..\SilentPatch\StdAfx.h" />
|
||||
<ClInclude Include="..\SilentPatch\StoredCar.h" />
|
||||
|
@ -50,9 +50,6 @@
|
||||
<ClInclude Include="..\SilentPatch\Timer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\General.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\StdAfx.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
@ -83,6 +80,9 @@
|
||||
<ClInclude Include="..\SilentPatch\RWGTA.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\Maths.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\SilentPatch\SilentPatch.rc">
|
||||
|
@ -11,58 +11,6 @@ public:
|
||||
float m_heading;
|
||||
};
|
||||
|
||||
class CRGBA
|
||||
{
|
||||
public:
|
||||
uint8_t r, g, b, a;
|
||||
|
||||
inline CRGBA() {}
|
||||
|
||||
inline constexpr CRGBA(const CRGBA& in)
|
||||
: r(in.r), g(in.g), b(in.b), a(in.a)
|
||||
{}
|
||||
|
||||
inline constexpr CRGBA(const CRGBA& in, uint8_t alpha)
|
||||
: r(in.r), g(in.g), b(in.b), a(alpha)
|
||||
{}
|
||||
|
||||
|
||||
inline constexpr CRGBA(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = 255)
|
||||
: r(red), g(green), b(blue), a(alpha)
|
||||
{}
|
||||
|
||||
friend constexpr CRGBA Blend(const CRGBA& From, const CRGBA& To, double BlendVal)
|
||||
{ double InvBlendVal = 1.0 - BlendVal;
|
||||
return CRGBA( uint8_t(To.r * BlendVal + From.r * InvBlendVal),
|
||||
uint8_t(To.g * BlendVal + From.g * InvBlendVal),
|
||||
uint8_t(To.b * BlendVal + From.b * InvBlendVal),
|
||||
uint8_t(To.a * BlendVal + From.a * InvBlendVal)); }
|
||||
|
||||
friend constexpr CRGBA BlendSqr(const CRGBA& From, const CRGBA& To, double BlendVal)
|
||||
{ double InvBlendVal = 1.0 - BlendVal;
|
||||
return CRGBA( uint8_t(sqrt((To.r * To.r) * BlendVal + (From.r * From.r) * InvBlendVal)),
|
||||
uint8_t(sqrt((To.g * To.g) * BlendVal + (From.g * From.g) * InvBlendVal)),
|
||||
uint8_t(sqrt((To.b * To.b) * BlendVal + (From.b * From.b) * InvBlendVal)),
|
||||
uint8_t(sqrt((To.a * To.a) * BlendVal + (From.a * From.a) * InvBlendVal))); }
|
||||
|
||||
// SilentPatch
|
||||
CRGBA* BlendGangColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
|
||||
CRGBA* BlendGangColour_Dynamic(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
|
||||
};
|
||||
|
||||
class CRect
|
||||
{
|
||||
public:
|
||||
float x1, y1;
|
||||
float x2, y2;
|
||||
|
||||
inline CRect() {}
|
||||
inline constexpr CRect(float a, float b, float c, float d)
|
||||
: x1(a), y1(b), x2(c), y2(d)
|
||||
{}
|
||||
};
|
||||
|
||||
|
||||
class CPlaceable
|
||||
{
|
||||
private:
|
||||
|
@ -1,399 +0,0 @@
|
||||
#ifndef __MATHS__H
|
||||
#define __MATHS__H
|
||||
|
||||
#define RAD_TO_DEG (180.0/M_PI)
|
||||
#define DEG_TO_RAD (M_PI/180.0)
|
||||
|
||||
class CVector
|
||||
{
|
||||
public:
|
||||
float x, y, z;
|
||||
|
||||
CVector()
|
||||
{}
|
||||
|
||||
constexpr CVector(float fX, float fY, float fZ=0.0f)
|
||||
: x(fX), y(fY), z(fZ)
|
||||
{}
|
||||
|
||||
constexpr CVector(const RwV3d& rwVec)
|
||||
: x(rwVec.x), y(rwVec.y), z(rwVec.z)
|
||||
{}
|
||||
|
||||
CVector& operator+=(const CVector& vec)
|
||||
{ x += vec.x; y += vec.y; z += vec.z;
|
||||
return *this; }
|
||||
CVector& operator+=(const RwV3d& vec)
|
||||
{ x += vec.x; y += vec.y; z += vec.z;
|
||||
return *this; }
|
||||
CVector& operator-=(const CVector& vec)
|
||||
{ x -= vec.x; y -= vec.y; z -= vec.z;
|
||||
return *this; }
|
||||
CVector& operator-=(const RwV3d& vec)
|
||||
{ x -= vec.x; y -= vec.y; z -= vec.z;
|
||||
return *this; }
|
||||
|
||||
inline float Magnitude() const
|
||||
{ return sqrt(x * x + y * y + z * z); }
|
||||
inline constexpr float MagnitudeSqr() const
|
||||
{ return x * x + y * y + z * z; }
|
||||
inline CVector& Normalize()
|
||||
{ float fInvLen = 1.0f / Magnitude(); x *= fInvLen; y *= fInvLen; z *= fInvLen; return *this; }
|
||||
|
||||
friend inline float DotProduct(const CVector& vec1, const CVector& vec2)
|
||||
{ return vec1.x * vec2.x + vec1.x * vec2.y + vec1.z * vec2.z; }
|
||||
friend inline CVector CrossProduct(const CVector& vec1, const CVector& vec2)
|
||||
{ return CVector( vec1.y * vec2.z - vec1.z * vec2.y,
|
||||
vec1.z * vec2.x - vec1.x * vec2.z,
|
||||
vec1.x * vec2.y - vec1.y * vec2.x); }
|
||||
|
||||
friend inline CVector operator*(const CVector& in, float fMul)
|
||||
{ return CVector(in.x * fMul, in.y * fMul, in.z * fMul); }
|
||||
friend inline CVector operator+(const CVector& vec1, const CVector& vec2)
|
||||
{ return CVector(vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z); }
|
||||
friend inline CVector operator+(const CVector& vec1, const RwV3d& vec2)
|
||||
{ return CVector(vec1.x + vec2.x, vec1.y + vec2.y, vec1.z + vec2.z); }
|
||||
friend inline CVector operator-(const CVector& vec1, const CVector& vec2)
|
||||
{ return CVector(vec1.x - vec2.x, vec1.y - vec2.y, vec1.z - vec2.z); }
|
||||
friend inline CVector operator-(const CVector& vec1, const RwV3d& vec2)
|
||||
{ return CVector(vec1.x - vec2.x, vec1.y - vec2.y, vec1.z - vec2.z); }
|
||||
friend inline CVector operator-(const CVector& vec)
|
||||
{ return CVector(-vec.x, -vec.y, -vec.z); }
|
||||
};
|
||||
|
||||
class CVector2D
|
||||
{
|
||||
public:
|
||||
float x, y;
|
||||
|
||||
CVector2D()
|
||||
{}
|
||||
|
||||
constexpr CVector2D(float fX, float fY)
|
||||
: x(fX), y(fY)
|
||||
{}
|
||||
|
||||
CVector2D& operator+=(const CVector2D& vec)
|
||||
{ x += vec.x; y += vec.y;
|
||||
return *this; }
|
||||
CVector2D& operator-=(const CVector2D& vec)
|
||||
{ x -= vec.x; y -= vec.y;
|
||||
return *this; }
|
||||
|
||||
inline float Magnitude() const
|
||||
{ return sqrt(x * x + y * y); }
|
||||
inline constexpr float MagnitudeSqr() const
|
||||
{ return x * x + y * y; }
|
||||
inline CVector2D& Normalize()
|
||||
{ float fInvLen = 1.0f / Magnitude(); x *= fInvLen; y *= fInvLen; return *this; }
|
||||
|
||||
friend inline float DotProduct(const CVector2D& vec1, const CVector2D& vec2)
|
||||
{ return vec1.x * vec2.x + vec1.x * vec2.y; }
|
||||
|
||||
friend inline CVector2D operator*(const CVector2D& in, float fMul)
|
||||
{ return CVector2D(in.x * fMul, in.y * fMul); }
|
||||
friend inline CVector2D operator+(const CVector2D& vec1, const CVector2D& vec2)
|
||||
{ return CVector2D(vec1.x + vec2.x, vec1.y + vec2.y); }
|
||||
friend inline CVector2D operator-(const CVector2D& vec1, const CVector2D& vec2)
|
||||
{ return CVector2D(vec1.x - vec2.x, vec1.y - vec2.y); }
|
||||
friend inline CVector2D operator-(const CVector2D& vec)
|
||||
{ return CVector2D(-vec.x, -vec.y); }
|
||||
};
|
||||
|
||||
class CMatrix
|
||||
{
|
||||
private:
|
||||
RwMatrix matrix;
|
||||
RwMatrix* pMatrix = nullptr;
|
||||
BOOL haveRwMatrix = FALSE;
|
||||
|
||||
public:
|
||||
inline CMatrix() = default;
|
||||
|
||||
inline CMatrix(RwMatrix* pMatrix, bool bHasMatrix=false)
|
||||
{ Attach(pMatrix, bHasMatrix); }
|
||||
|
||||
inline CMatrix(const CMatrix& theMatrix)
|
||||
: matrix(theMatrix.matrix)
|
||||
{}
|
||||
|
||||
inline CMatrix(const CVector& vecRight, const CVector& vecUp, const CVector& vecAt, const CVector& vecPos)
|
||||
{
|
||||
matrix.right.x = vecRight.x;
|
||||
matrix.right.y = vecRight.y;
|
||||
matrix.right.z = vecRight.z;
|
||||
|
||||
matrix.up.x = vecUp.x;
|
||||
matrix.up.y = vecUp.y;
|
||||
matrix.up.z = vecUp.z;
|
||||
|
||||
matrix.at.x = vecAt.x;
|
||||
matrix.at.y = vecAt.y;
|
||||
matrix.at.z = vecAt.z;
|
||||
|
||||
matrix.pos.x = vecPos.x;
|
||||
matrix.pos.y = vecPos.y;
|
||||
matrix.pos.z = vecPos.z;
|
||||
}
|
||||
|
||||
inline ~CMatrix()
|
||||
{ if ( haveRwMatrix && pMatrix )
|
||||
RwMatrixDestroy(pMatrix); }
|
||||
|
||||
inline CMatrix& operator*=(const CMatrix& right)
|
||||
{
|
||||
CVector vright(this->matrix.right.x * right.matrix.right.x + this->matrix.right.y * right.matrix.up.x + this->matrix.right.z * right.matrix.at.x + right.matrix.pos.x,
|
||||
this->matrix.right.x * right.matrix.right.y + this->matrix.right.y * right.matrix.up.y + this->matrix.right.z * right.matrix.at.y + right.matrix.pos.y,
|
||||
this->matrix.right.x * right.matrix.right.z + this->matrix.right.y * right.matrix.up.z + this->matrix.right.z * right.matrix.at.z + right.matrix.pos.z);
|
||||
CVector vup(this->matrix.up.x * right.matrix.right.x + this->matrix.up.y * right.matrix.up.x + this->matrix.up.z * right.matrix.at.x + right.matrix.pos.x,
|
||||
this->matrix.up.x * right.matrix.right.y + this->matrix.up.y * right.matrix.up.y + this->matrix.up.z * right.matrix.at.y + right.matrix.pos.y,
|
||||
this->matrix.up.x * right.matrix.right.z + this->matrix.up.y * right.matrix.up.z + this->matrix.up.z * right.matrix.at.z + right.matrix.pos.z);
|
||||
CVector vat(this->matrix.at.x * right.matrix.right.x + this->matrix.at.y * right.matrix.up.x + this->matrix.at.z * right.matrix.at.x + right.matrix.pos.x,
|
||||
this->matrix.at.x * right.matrix.right.y + this->matrix.at.y * right.matrix.up.y + this->matrix.at.z * right.matrix.at.y + right.matrix.pos.y,
|
||||
this->matrix.at.x * right.matrix.right.z + this->matrix.at.y * right.matrix.up.z + this->matrix.at.z * right.matrix.at.z + right.matrix.pos.z);
|
||||
CVector vpos(this->matrix.pos.x * right.matrix.right.x + this->matrix.pos.y * right.matrix.up.x + this->matrix.pos.z * right.matrix.at.x + right.matrix.pos.x,
|
||||
this->matrix.pos.x * right.matrix.right.y + this->matrix.pos.y * right.matrix.up.y + this->matrix.pos.z * right.matrix.at.y + right.matrix.pos.y,
|
||||
this->matrix.pos.x * right.matrix.right.z + this->matrix.pos.y * right.matrix.up.z + this->matrix.pos.z * right.matrix.at.z + right.matrix.pos.z);
|
||||
|
||||
GetRight() = vright;
|
||||
GetUp() = vup;
|
||||
GetAt() = vat;
|
||||
GetPos() = vpos;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
friend inline CMatrix operator*(const CMatrix& Rot1, const CMatrix& Rot2)
|
||||
{ return CMatrix( CVector(Rot1.matrix.right.x * Rot2.matrix.right.x + Rot1.matrix.right.y * Rot2.matrix.up.x + Rot1.matrix.right.z * Rot2.matrix.at.x + Rot2.matrix.pos.x,
|
||||
Rot1.matrix.right.x * Rot2.matrix.right.y + Rot1.matrix.right.y * Rot2.matrix.up.y + Rot1.matrix.right.z * Rot2.matrix.at.y + Rot2.matrix.pos.y,
|
||||
Rot1.matrix.right.x * Rot2.matrix.right.z + Rot1.matrix.right.y * Rot2.matrix.up.z + Rot1.matrix.right.z * Rot2.matrix.at.z + Rot2.matrix.pos.z),
|
||||
CVector(Rot1.matrix.up.x * Rot2.matrix.right.x + Rot1.matrix.up.y * Rot2.matrix.up.x + Rot1.matrix.up.z * Rot2.matrix.at.x + Rot2.matrix.pos.x,
|
||||
Rot1.matrix.up.x * Rot2.matrix.right.y + Rot1.matrix.up.y * Rot2.matrix.up.y + Rot1.matrix.up.z * Rot2.matrix.at.y + Rot2.matrix.pos.y,
|
||||
Rot1.matrix.up.x * Rot2.matrix.right.z + Rot1.matrix.up.y * Rot2.matrix.up.z + Rot1.matrix.up.z * Rot2.matrix.at.z + Rot2.matrix.pos.z),
|
||||
CVector(Rot1.matrix.at.x * Rot2.matrix.right.x + Rot1.matrix.at.y * Rot2.matrix.up.x + Rot1.matrix.at.z * Rot2.matrix.at.x + Rot2.matrix.pos.x,
|
||||
Rot1.matrix.at.x * Rot2.matrix.right.y + Rot1.matrix.at.y * Rot2.matrix.up.y + Rot1.matrix.at.z * Rot2.matrix.at.y + Rot2.matrix.pos.y,
|
||||
Rot1.matrix.at.x * Rot2.matrix.right.z + Rot1.matrix.at.y * Rot2.matrix.up.z + Rot1.matrix.at.z * Rot2.matrix.at.z + Rot2.matrix.pos.z),
|
||||
CVector(Rot1.matrix.pos.x * Rot2.matrix.right.x + Rot1.matrix.pos.y * Rot2.matrix.up.x + Rot1.matrix.pos.z * Rot2.matrix.at.x + Rot2.matrix.pos.x,
|
||||
Rot1.matrix.pos.x * Rot2.matrix.right.y + Rot1.matrix.pos.y * Rot2.matrix.up.y + Rot1.matrix.pos.z * Rot2.matrix.at.y + Rot2.matrix.pos.y,
|
||||
Rot1.matrix.pos.x * Rot2.matrix.right.z + Rot1.matrix.pos.y * Rot2.matrix.up.z + Rot1.matrix.pos.z * Rot2.matrix.at.z + Rot2.matrix.pos.z)); };
|
||||
|
||||
friend inline CVector operator*(const CMatrix& matrix, const CVector& vec)
|
||||
{ return CVector(matrix.matrix.up.x * vec.y + matrix.matrix.right.x * vec.x + matrix.matrix.at.x * vec.z + matrix.matrix.pos.x,
|
||||
matrix.matrix.up.y * vec.y + matrix.matrix.right.y * vec.x + matrix.matrix.at.y * vec.z + matrix.matrix.pos.y,
|
||||
matrix.matrix.up.z * vec.y + matrix.matrix.right.z * vec.x + matrix.matrix.at.z * vec.z + matrix.matrix.pos.z); };
|
||||
|
||||
inline CVector& GetRight()
|
||||
{ return *reinterpret_cast<CVector*>(&matrix.right); }
|
||||
inline CVector& GetUp()
|
||||
{ return *reinterpret_cast<CVector*>(&matrix.up); }
|
||||
inline CVector& GetAt()
|
||||
{ return *reinterpret_cast<CVector*>(&matrix.at); }
|
||||
inline CVector& GetPos()
|
||||
{ return *reinterpret_cast<CVector*>(&matrix.pos); }
|
||||
|
||||
inline const CVector& GetRight() const
|
||||
{ return *reinterpret_cast<const CVector*>(&matrix.right); }
|
||||
inline const CVector& GetUp() const
|
||||
{ return *reinterpret_cast<const CVector*>(&matrix.up); }
|
||||
inline const CVector& GetAt() const
|
||||
{ return *reinterpret_cast<const CVector*>(&matrix.at); }
|
||||
inline const CVector& GetPos() const
|
||||
{ return *reinterpret_cast<const CVector*>(&matrix.pos); }
|
||||
|
||||
inline void SetTranslateOnly(float fX, float fY, float fZ)
|
||||
{ matrix.pos.x = fX; matrix.pos.y = fY; matrix.pos.z = fZ; }
|
||||
|
||||
inline void SetRotateX(float fAngle)
|
||||
{ SetRotateXOnly(fAngle); matrix.pos.x = 0.0f; matrix.pos.y = 0.0f; matrix.pos.z = 0.0f; }
|
||||
inline void SetRotateY(float fAngle)
|
||||
{ SetRotateYOnly(fAngle); matrix.pos.x = 0.0f; matrix.pos.y = 0.0f; matrix.pos.z = 0.0f; }
|
||||
inline void SetRotateZ(float fAngle)
|
||||
{ SetRotateZOnly(fAngle); matrix.pos.x = 0.0f; matrix.pos.y = 0.0f; matrix.pos.z = 0.0f; }
|
||||
inline void SetRotate(float fAngleX, float fAngleY, float fAngleZ)
|
||||
{ SetRotateOnly(fAngleX, fAngleY, fAngleZ); matrix.pos.x = 0.0f; matrix.pos.y = 0.0f; matrix.pos.z = 0.0f; }
|
||||
inline void SetTranslate(float fX, float fY, float fZ)
|
||||
{ matrix.right.x = 1.0f; matrix.right.y = 0.0f; matrix.right.z = 0.0f;
|
||||
matrix.up.x = 0.0f; matrix.up.y = 1.0f; matrix.up.z = 0.0f;
|
||||
matrix.at.x = 0.0f; matrix.at.y = 0.0f; matrix.at.z = 1.0f;
|
||||
SetTranslateOnly(fX, fY, fZ); }
|
||||
|
||||
inline void SetUnity()
|
||||
{
|
||||
matrix.right.x = 1.0f; matrix.right.y = 0.0f; matrix.right.z = 0.0f;
|
||||
matrix.up.x = 0.0f; matrix.up.y = 1.0f; matrix.up.z = 0.0f;
|
||||
matrix.at.x = 0.0f; matrix.at.y = 0.0f; matrix.at.z = 1.0f;
|
||||
matrix.pos.x = 0.0f; matrix.pos.y = 0.0f; matrix.pos.z = 0.0f;
|
||||
}
|
||||
|
||||
inline void SetScale(float fScale)
|
||||
{
|
||||
matrix.right.x = fScale; matrix.right.y = 0.0f; matrix.right.z = 0.0f;
|
||||
matrix.up.x = 0.0f; matrix.up.y = fScale; matrix.up.z = 0.0f;
|
||||
matrix.at.x = 0.0f; matrix.at.y = 0.0f; matrix.at.z = fScale;
|
||||
matrix.pos.x = 0.0f; matrix.pos.y = 0.0f; matrix.pos.z = 0.0f;
|
||||
}
|
||||
|
||||
inline void RotateX(float fAngle)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotateX(fAngle);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void RotateY(float fAngle)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotateY(fAngle);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void RotateZ(float fAngle)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotateZ(fAngle);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void Rotate(float fAngleX, float fAngleY, float fAngleZ)
|
||||
{
|
||||
CMatrix RotationMatrix;
|
||||
RotationMatrix.SetRotate(fAngleX, fAngleY, fAngleZ);
|
||||
*this *= RotationMatrix;
|
||||
}
|
||||
|
||||
inline void SetRotateXOnly(float fAngle)
|
||||
{
|
||||
matrix.right.x = 1.0f;
|
||||
matrix.right.y = 0.0f;
|
||||
matrix.right.z = 0.0f;
|
||||
|
||||
matrix.up.x = 0.0f;
|
||||
matrix.up.y = cos(fAngle);
|
||||
matrix.up.z = sin(fAngle);
|
||||
|
||||
matrix.at.x = 0.0f;
|
||||
matrix.at.y = -sin(fAngle);
|
||||
matrix.at.z = cos(fAngle);
|
||||
}
|
||||
|
||||
inline void SetRotateYOnly(float fAngle)
|
||||
{
|
||||
matrix.right.x = cos(fAngle);
|
||||
matrix.right.y = 0.0f;
|
||||
matrix.right.z = sin(fAngle);
|
||||
|
||||
matrix.up.x = 0.0f;
|
||||
matrix.up.y = 1.0f;
|
||||
matrix.up.z = 0.0f;
|
||||
|
||||
matrix.at.x = -sin(fAngle);
|
||||
matrix.at.y = 0.0f;
|
||||
matrix.at.z = cos(fAngle);
|
||||
}
|
||||
|
||||
inline void SetRotateZOnly(float fAngle)
|
||||
{
|
||||
matrix.at.x = 0.0f;
|
||||
matrix.at.y = 0.0f;
|
||||
matrix.at.z = 1.0f;
|
||||
|
||||
matrix.up.x = -sin(fAngle);
|
||||
matrix.up.y = cos(fAngle);
|
||||
matrix.up.z = 0.0f;
|
||||
|
||||
matrix.right.x = cos(fAngle);
|
||||
matrix.right.y = sin(fAngle);
|
||||
matrix.right.z = 0.0f;
|
||||
}
|
||||
|
||||
inline void SetRotateOnly(float fAngleX, float fAngleY, float fAngleZ)
|
||||
{
|
||||
matrix.right.x = cos(fAngleZ) * cos(fAngleY) - sin(fAngleZ) * sin(fAngleX) * sin(fAngleY);
|
||||
matrix.right.y = cos(fAngleZ) * sin(fAngleX) * sin(fAngleY) + sin(fAngleZ) * cos(fAngleY);
|
||||
matrix.right.z = -cos(fAngleX) * sin(fAngleY);
|
||||
|
||||
matrix.up.x = -sin(fAngleZ) * cos(fAngleX);
|
||||
matrix.up.y = cos(fAngleZ) * cos(fAngleX);
|
||||
matrix.up.z = sin(fAngleX);
|
||||
|
||||
matrix.at.x = sin(fAngleZ) * sin(fAngleX) * cos(fAngleY) + cos(fAngleZ) * sin(fAngleY);
|
||||
matrix.at.y = sin(fAngleZ) * sin(fAngleY) - cos(fAngleZ) * sin(fAngleX) * cos(fAngleY);
|
||||
matrix.at.z = cos(fAngleX) * cos(fAngleY);
|
||||
}
|
||||
|
||||
inline void Attach(RwMatrix* pMatrix, bool bHasMatrix)
|
||||
{
|
||||
if ( this->pMatrix && haveRwMatrix )
|
||||
RwMatrixDestroy(this->pMatrix);
|
||||
|
||||
this->pMatrix = pMatrix;
|
||||
haveRwMatrix = bHasMatrix;
|
||||
|
||||
Update();
|
||||
}
|
||||
|
||||
inline void AttachRw(RwMatrix* pMatrix, bool bHasMatrix)
|
||||
{
|
||||
if ( this->pMatrix && haveRwMatrix )
|
||||
RwMatrixDestroy(this->pMatrix);
|
||||
|
||||
this->pMatrix = pMatrix;
|
||||
haveRwMatrix = bHasMatrix;
|
||||
|
||||
UpdateRW();
|
||||
}
|
||||
|
||||
inline void Detach()
|
||||
{
|
||||
if ( pMatrix )
|
||||
{
|
||||
if ( haveRwMatrix )
|
||||
RwMatrixDestroy(pMatrix);
|
||||
pMatrix = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
inline void UpdateRW() const
|
||||
{
|
||||
if ( pMatrix )
|
||||
UpdateRwMatrix(pMatrix);
|
||||
}
|
||||
|
||||
inline void Update()
|
||||
{
|
||||
UpdateMatrix(pMatrix);
|
||||
}
|
||||
|
||||
inline void UpdateMatrix(RwMatrix* pMatrix)
|
||||
{
|
||||
matrix.right = pMatrix->right;
|
||||
matrix.up = pMatrix->up;
|
||||
matrix.at = pMatrix->at;
|
||||
matrix.pos = pMatrix->pos;
|
||||
}
|
||||
|
||||
inline void UpdateRwMatrix(RwMatrix* pMatrix) const
|
||||
{
|
||||
pMatrix->right = matrix.right;
|
||||
pMatrix->up = matrix.up;
|
||||
pMatrix->at = matrix.at;
|
||||
pMatrix->pos = matrix.pos;
|
||||
RwMatrixUpdate(pMatrix);
|
||||
}
|
||||
|
||||
inline void CopyToRwMatrix(RwMatrix* pMatrix) const
|
||||
{
|
||||
pMatrix->right = this->pMatrix->right;
|
||||
pMatrix->up = this->pMatrix->up;
|
||||
pMatrix->at = this->pMatrix->at;
|
||||
pMatrix->pos = this->pMatrix->pos;
|
||||
RwMatrixUpdate(pMatrix);
|
||||
}
|
||||
|
||||
inline void CopyOnlyMatrix(const CMatrix& from)
|
||||
{
|
||||
matrix = from.matrix;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
@ -611,22 +611,22 @@ bool GetCurrentZoneLockedOrUnlocked_Steam(float fPosX, float fPosY)
|
||||
return true;
|
||||
}
|
||||
|
||||
CRGBA* CRGBA::BlendGangColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
CRGBA* __fastcall BlendGangColour(CRGBA* pThis, void*, uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
{
|
||||
const double colourIntensity = std::min( static_cast<double>(pCurrZoneInfo->ZoneColour.a) / 120.0, 1.0 );
|
||||
*this = CRGBA(BlendSqr( HudColour[3], CRGBA(r, g, b), colourIntensity ), a);
|
||||
return this;
|
||||
*pThis = CRGBA(BlendSqr( HudColour[3], CRGBA(r, g, b), colourIntensity ), a);
|
||||
return pThis;
|
||||
}
|
||||
|
||||
static bool bColouredZoneNames;
|
||||
CRGBA* CRGBA::BlendGangColour_Dynamic(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
CRGBA* __fastcall BlendGangColour_Dynamic(CRGBA* pThis, void*, uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
{
|
||||
if ( bColouredZoneNames )
|
||||
{
|
||||
return BlendGangColour(r, g, b, a);
|
||||
return BlendGangColour(pThis, nullptr, r, g, b, a);
|
||||
}
|
||||
*this = CRGBA(HudColour[3], a);
|
||||
return this;
|
||||
*pThis = CRGBA(HudColour[3], a);
|
||||
return pThis;
|
||||
}
|
||||
|
||||
void SunAndMoonFarClip()
|
||||
@ -2719,7 +2719,7 @@ BOOL InjectDelayedPatches_10()
|
||||
Patch<WORD>(0x58ADBE, 0x0E75);
|
||||
Patch<WORD>(0x58ADC5, 0x0775);
|
||||
|
||||
InjectHook(0x58ADE4, &CRGBA::BlendGangColour_Dynamic);
|
||||
InjectHook(0x58ADE4, &BlendGangColour_Dynamic);
|
||||
|
||||
if ( bHasDebugMenu )
|
||||
{
|
||||
@ -3154,7 +3154,7 @@ BOOL InjectDelayedPatches_11()
|
||||
Patch<WORD>(0x58B58E, 0x0E75);
|
||||
Patch<WORD>(0x58B595, 0x0775);
|
||||
|
||||
InjectHook(0x58B5B4, &CRGBA::BlendGangColour);
|
||||
InjectHook(0x58B5B4, &BlendGangColour);
|
||||
}
|
||||
else if ( INIoption == 0 )
|
||||
{
|
||||
@ -3325,7 +3325,7 @@ BOOL InjectDelayedPatches_Steam()
|
||||
Patch<WORD>(0x598F65, 0x0C75);
|
||||
Patch<WORD>(0x598F6B, 0x0675);
|
||||
|
||||
InjectHook(0x598F87, &CRGBA::BlendGangColour);
|
||||
InjectHook(0x598F87, &BlendGangColour);
|
||||
}
|
||||
else if ( INIoption == 0 )
|
||||
{
|
||||
|
@ -224,6 +224,7 @@ copy /y "$(TargetPath)" "D:\gry\GTA San Andreas clean\scripts\newsteam_r2_lowvio
|
||||
<ClInclude Include="..\SilentPatch\FLAC\metadata.h" />
|
||||
<ClInclude Include="..\SilentPatch\FLAC\ordinals.h" />
|
||||
<ClInclude Include="..\SilentPatch\FLAC\stream_decoder.h" />
|
||||
<ClInclude Include="..\SilentPatch\Maths.h" />
|
||||
<ClInclude Include="..\SilentPatch\resource1.h" />
|
||||
<ClInclude Include="..\SilentPatch\TheFLAUtils.h" />
|
||||
<ClInclude Include="..\SilentPatch\Utils\DelimStringReader.h" />
|
||||
@ -235,7 +236,6 @@ copy /y "$(TargetPath)" "D:\gry\GTA San Andreas clean\scripts\newsteam_r2_lowvio
|
||||
<ClInclude Include="FLACDecoderSA.h" />
|
||||
<ClInclude Include="GeneralSA.h" />
|
||||
<ClInclude Include="LinkListSA.h" />
|
||||
<ClInclude Include="Maths.h" />
|
||||
<ClInclude Include="ModelInfoSA.h" />
|
||||
<ClInclude Include="PedSA.h" />
|
||||
<ClInclude Include="PlayerInfoSA.h" />
|
||||
|
@ -122,9 +122,6 @@
|
||||
<ClInclude Include="LinkListSA.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Maths.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="PNGFile.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
@ -173,6 +170,9 @@
|
||||
<ClInclude Include="..\SilentPatch\Utils\Patterns.h">
|
||||
<Filter>Header Files\Utils</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\Maths.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\SilentPatch\SilentPatch.rc">
|
||||
|
@ -1,6 +1,5 @@
|
||||
#pragma once
|
||||
|
||||
#include "General.h"
|
||||
#include <rwcore.h>
|
||||
#include <rpworld.h>
|
||||
|
||||
|
@ -1,10 +1,10 @@
|
||||
#include "StdAfx.h"
|
||||
|
||||
#include "Maths.h"
|
||||
#include "Timer.h"
|
||||
#include "Utils/Patterns.h"
|
||||
#include "Common.h"
|
||||
#include "Common_ddraw.h"
|
||||
#include "General.h"
|
||||
#include "ModelInfoVC.h"
|
||||
|
||||
#include <memory>
|
||||
|
@ -173,7 +173,7 @@
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\SilentPatch\Common_ddraw.h" />
|
||||
<ClInclude Include="..\SilentPatch\debugmenu_public.h" />
|
||||
<ClInclude Include="..\SilentPatch\General.h" />
|
||||
<ClInclude Include="..\SilentPatch\Maths.h" />
|
||||
<ClInclude Include="..\SilentPatch\RWGTA.h" />
|
||||
<ClInclude Include="..\SilentPatch\StdAfx.h" />
|
||||
<ClInclude Include="..\SilentPatch\StoredCar.h" />
|
||||
|
@ -24,9 +24,6 @@
|
||||
<ClInclude Include="..\SilentPatch\Timer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\General.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\StdAfx.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
@ -57,6 +54,9 @@
|
||||
<ClInclude Include="..\SilentPatch\RWGTA.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\SilentPatch\Maths.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\SilentPatch\Timer.cpp">
|
||||
|
Loading…
Reference in New Issue
Block a user